The adventure game genre goes back to the late 1970s, but what makes a good one? This book is a critical essay of the various conventions of the genre, examining their interfaces, puzzle designs, and narrative devices. Along with this is a particular focus on classic adventure games from the likes of Sierra (King's Quest), LucasArts (Monkey Island) and Cyan (Myst), as well as it how it applies to more modern games like Thimbleweed Park.
Description:
The adventure game genre goes back to the late 1970s, but what makes a good one? This book is a critical essay of the various conventions of the genre, examining their interfaces, puzzle designs, and narrative devices. Along with this is a particular focus on classic adventure games from the likes of Sierra (King's Quest), LucasArts (Monkey Island) and Cyan (Myst), as well as it how it applies to more modern games like Thimbleweed Park.